Sins of the Fallen is a massive enhancement for the critically acclaimed Sins of a Solar Empire.
New Races with new strategiesNew PlanetsGameplay Enhancing AddonsAI Enhancements
Journals: [SotF] Diplomacy Pacts & Bonuses, [SotF] Improving the AI, [SotF] Cosmos Ad Infinitum
What version of Sins of a Solar Empire is supported? Sins of the Fallen is a modification for Diplomacy and Rebellion.
How do you install Sins of the Fallen? Please read How to install Sins of the Fallen.
Why does your mod have so many folders? As Sins of a Solar Empire is a 32bit game it is restricted to 2GB of ram utilization as well as other various hard coded limitations. The stacking structure used with this mod allows more than 2GB of content by allowing portions of the mod to be loaded.
Will you support Entrenchment or Vanilla? No, I did have previous versions that supported Entrenchment (See Release History), but have decided the it was too much effort for one person to try and maintain both.
Glad you like the ideas. I agree on the super weapons. Just kinda meh but the models are really nice looking. They will make cool starbases. Will probably make the tec and advent ones move too.
Goody goody. Must be the fastest fixes in sins history hehe.
I also for the first time noticed the new ships for the standard factions. (i normally only play the new ones) thew destroyer types, but when playing tec it seemed that the ships abbilities were messed up a little, had 2 points to spend at lvl 10, and the abbilities themselves and their descriptions looked a bit off too, i need to play them again to see exactly what though just did a quick test of all 3 destroyers.
The advent destroyer class had a flicker same as bad finish condition above maybe, related to its phase missile block field as what pops in and out is the 25% chanse to block phase missile. Besides that it has very visible effect related to the block phase missiles, it realy lights up the christmas tree for all to see. Might be a tad to much perhaps hehe. But up to you offcource.
The vasari seemed fine at first look.
Ill go over them later i reckon, with a more detailed feedback. Nice with new ships though.
Edit: if you want me to pay particular attention to something special just let me know. Like "rogue race" or whatnot.
Yes, I found the two missing points after release 3 was uploaded. It's abilities are more of a work in progress right now. Basically it becomes a big weapons platform as it currently stands
I'll dig on that later. Taking a quick break from weekend basketball tournament right now.
Sounds good. Anything to fine tune these races or balance modifications you want to suggest would be good.
I'll try and make a new build available sometime this weekend for anyone wanting to test it out.
Here's one of the capturable alien ships I will have in game.
Neat, also Zomb even though you told me what you need in the PM I sent you, What I should have asked is what you needed for Nephilim still and possible concepts of what you had in mind for shapes and stuff. Plague race tactical structure... I could possibly give you a base model to work with. As for the other race... well we'll see what I can do.
With the tactical structures, what I meant for those was the buff or de-buff sort of structures that we had an idea going for each race to be specific to either help their fleets or weaken enemy fleets within the gravity well or within range of the structure.
I'd be up for another Nephilim structure or if you have some upgrade ideas for the current models after research.
I just want to finish up Plague too at some point
Oh that ship looks mighty fine. Now it would be nice if the other ships looked totally different and had entirely different strenght/weaknesses. But ofc that takes time, easier way is to make all alien ships come from the same alien race and be similiar. Up to you, in any case the idea is a good one and it will very enjoyable playing with it, will be like chasing down hidden ships in X3, hehe.
Im up for a good build this weekend.
I wouldent mind taking a look at the hypercorp by the way. <wink wink>
I was hoping to get this in yesterday but didn't get home till midnight. I have a build zipping up now and should be available a bit later after it finishes uploading. Here's the link you can check back on later today if you have time. I'll leave the link posted for a few days otherwise.
Note there are two extra mods you'll need to activate after the standard activation. Fallen Planets then Fallen Optimized, otherwise the moons will look odd.
I've also included a sneak peak at Hypercorp... Just bear in mind it's an early view and they still have the stock research tree (it's been designed just needs coded). They also haven't been rebalanced or anything so any new abilities or weapon layouts could be odd.
http://dl.dropbox.com/u/5790092/Temp/Sins%20of%20the%20Fallen%20R3.1%20%28Beta%20Test%29.7z (Started uploading at 10:54 CST, it maybe ready in 30-60 minutes)
Turned out a sub-buff was referenced from the ability instead of the caster buff.
No stress, you were playing basketball werent you?
Im downloading it now, 15 min til finished, then ill give it a go.
edit: stupid me, nm if you read what i just erased. Everything seems to be working okay, have got a few ctds so far with hypercorp and as you said its only a sneakpeak. Ill play through the other races and give feedback when done.
Okay, got a ctd when i alt tabbed from playing hypercorp, got one when i manually tried to build a extractor and got one randomly in a fight. Just mentioned it although it was probably totally unneccesary, hehe.
The biggest issue was that i didnt get up any info on ships/buildings etc when scrolling over it, which limited me somewhat.
But all that aside i did manage to get a good look into what it will be like, and i like it, alot. When i built extractors i noticed that it also seemed to act like a refinery. I assume this is something to differentiate this faction from the others? Even if its just eye candy i like it. It makes for a different experience, so thumbs up there.
I also liked the ships, i actually expected them to be, you know more shiny and polished. They did feel a little rough around the edges, but that in itself made them stand out, i just had to change my shiny new tank look to somewhat dirty well used tank. hehe.
The models were great dont get me wrong, just different than what i expected, but it was a positive experience so not saying i didnt like it, cause i did. Felt more grimdark if you know what i mean.
I liked all the models i could see, they felt like they belonged to the hypercorp faction, which gives good immersion factor, in my oppinion there is nothing worse than a mood breaker in a game so i am happy with this. So far you have done a fine job of fitting the various models where they belong with all the factions really.
I also liked the voices that were implemented, they could have been taken straight out of allied military operations(somewhat atleast), but thats what i pictured from the hypercorp factions so good fit, more voices like those and it will be a strong, good voicepackage.
Lol i wish i could come up with some bad stuff, you know, constructive criticism, but so far i just havent been able to come up with any. Which is good in itself or what?
I did notice the new moon you have implemented. it is a moon i assume? Or is it some orbital creation. It looked fine by the way. If it is a moon, may i suggest that you implement some build options for it. Like some moon based orbital weaponry or maybe something else if you have any good ideas, it could also have population centers etc just like any planet or give pretty much any bonus you wished it too.
I have never understood why stock sins didnt have planetary weaponry that could target enemy orbitals. Even today we have missiles that can reach high into space and theoretically shoot down incoming meteors or space junk. One should expect that in the future they would have more effective stuff. Sure you can fill space with installations, but that dont change the fact that you have to be able to maneuver ships up there aswell and there is a whole unused planet which you can fill with missile silos and high powered energy weapons or mass drivers or whatnot. I think the mod distant stars have planetary weaponry so could probably take the mechanics from there, which i think is a fine idea. Its kinda stupid that ships can just approach a planet and bombard it into dust without any opposition from the planet itself.
Thats what i got to say regarding hypercorp and and the moon so far. I will play through the other 3 factions next and see what i find to comment on there. Hopefully i will find something to harp on and not just praise everything. Or not.
edit: first thing i noticed when playing nephilim was that the moon had hp. Now that is interesting, so it can be destroyed. Does that mean you intend for it to act as a starbase of sort? Is it a real moon or an artificial construct of sort?
i noticed that the beam defence platforms of the nephaim in this version are a strange texture. I dont know the technical term sadly. They are like totally blue with team mesh enabled and a slightly less blue without, they used to look distinctly different i seem to recall.
Another strange thing that happened was that when the enemy retreated from attacking my planet, they didnt phasejump away, they flew away slowly oh so slowly, 3 mins after they had crossed out into the great black they were still visible in my planet bar.
Im downloading your latest upload reply 283. But original from the unload link at the top of page ,Diplomacy version mini dumps for me on 1.21 version. I did try to install it per the instruction of reply 207. But still mini dumps. Now the entrenchment version seem to work fine. Am i'm missing something ?
it works if you do it in the order i did, sotf complete (d), sotf (d), sotf (e), sotf transhuman (d), sotf transhuman (e), then fallen planets and fallen whatever its name was, the other that starts with fallen which is not fallen planets.
well i have yet another question. How do you do it both version without applying changes to either one before you boot up the other ?
i am going out now, just took on my shoes but i didnt quite understand that. Both versions what? you enable everything after another, and it works. There is no trick here, just straightforward enable the various files in the order i said. Going out for a walk now.
@Malanthor Thanks for all the comments. Unfortunately I'm not too surprised on the ctd's at the moment and will hopefully work through them. I'm also glad you like the looks, I was wanting something a little more rough for this race and think the look is good. Plus, it's a repeatable texture process which helps having so many models I have to texture myself.
The moons are a work in progress. As you guessed they are a tactical structure and right now can only exist on your home planet. The can also be destroyed as you noticed. The idea is to add a research tree that can customize the moon for each faction. So yep, anything that can go on a tactical structure can be put on a moon, including weapons and strikecraft as well. Unfortanetly they can't be starbases as Sins won't allow you to autoplace starbases on game start and it would seem a little off to build a Moon IMO.
I actually will be retexturing Nephilim soon... But this particular problem was due to me Triangulating all of my models to help avoid a graphics warning where the video card runs out of cache for triangles (i.e. from non-triangulated models). This particular model apparently wasn't wired right in XSI back when and was manually wired in the .mesh to the texture. It took a while to triangulated and re-export everything and forgot some of the older models had wiring issues.
Ok , never mind i figure it out by enlarging the picture and notice that he was putting both D and E in Dip version.. if you read the instruction without zooming in the picture it really didn't make much sense..
IS Fallen Optimized(E) and Fallen Planets(E) just for entrenchment ? Or can i t be use in Dip?
First I'd recommend downloading Release 3 as it is very stable. The beta test version I just posted are for people who don't mind issues and want to provide feedback.
http://www.moddb.com/mods/sins-of-the-fallen/downloads/sins-of-the-fallen-r3-entrenchment-diplomacy
The instructions for activating can be found in the download link for release 3 or in this feature on moddb.
http://www.moddb.com/mods/sins-of-the-fallen/features/how-to-install-sins-of-the-fallen
In short if you are wanting to use diplomacy extract all of the mods into your diplomacy mod folder. Then to play all the races together they should be activated in this order.
Depending on your system specs you may want to decrease your effect settings from Highest/High/Low to High/Medium/Low for ships and structures.
Sins of the Fallen Complete (all three new races)
(click on the picture to enlarge it)
I see. Great idea with the moons then, not beeing starbases, do that mean that they cant get their own uppgrade menu and must be uppgraded from the research menu like for example the tecs gaus turrets which eventually get missiles and a long range gun, or is it still possibly to have their own uppgrade menu like a starbase or a capital ship?
if they are automatically placed they might end up in a really bad location, like where nobody ever attacks and will thus be totally useless. What abouth keeping that in mind when making abbilities for them so that you can say take 8x figther uppgrades if its in a odd place where its guns wont matter, obviously this will only work if it can have its own build menu.
I assume that the structure is destroyed when it looses all hp? same as a regular building, i then assume that it cant be built again. It needs alot of hp then, seeing its a 1-time build wonder. And also logically it would be pretty hard to blow up the moon compared to say an orbital structure.
I have always found the current starbase uppgrades pretty booring, gives you very little control over say, what weapons you install, for instance you cant focus on long range missiles or short range hard hitting lasers over the other. Nor can you focus on shield/shield regen vs hp/armor/repair. This game has so much potential when it comes to small things like that, too bad it hasnt really been used.
What do you think of having planetary weaponry aka distant stars (if i dont remember wrong) by the way?
OK thank you for the quick replay. I use the old version . Btw the new version with the Hypercorp mini dumps when you mouse over a structure . Also the pop up telling you the price and description doesn't pop up in either the menu or when u mouse over a ship.
There is mod out there that use moons as well, I think it SGI or maybe it was distant stars. But either way it was on random planets . But it was metal extractors which was the moon's.
i dont minidump when i mouse over a structure, it must be more specific then that. I did however minidump when i manually tried to build a extractor by clicking on it.
Thanks for the feedback. I'm a little concerned about the extractor mini-dump as it doesn't do that on my machine.
@Malanthor can you try this version out when you get a chance. It fixes the HUD issue with Hypercorp and see if it still dumps?
http://dl.dropbox.com/u/5790092/Temp/Sins%20of%20the%20Fallen%20R3.2%20%28Beta%20Test%29.7z (It's uploading right now).
Yes, it's the extractors. I supplied the moons to SGI which is why it is similar in my mod, though I didn't want to follow the extractor route as I wanted them to impact gameplay.
I'll write some more on this later today and see what you think (there might be a couple of options here). I have to head off to work right now.
Downloading now, eta 2 min. Will commence operations once done.
edit: the ctd that i had when trying to manually build an extractor by clicking on the mine is now gone. The only ctd i have had after 2 hour + of playing hypercorp was when i alt tabbed, and that only happened on the third alt+tab, not every single one like with the previous version.
Thats great news. I was afraid I would have to scrap the combo extractor/refinery. I'll assume it was the bad hud then as the Transhuman hud brush file was not included in the final build's brush.manifest. I hadn't added to my build script to look for brush files in this directory as I hadn't had any files to look for before playing around with some custom huds.
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